definitely a known issue, one of those bugbears I’ve been dealing with since launch. do you play the game on multiple devices?
Hmm.... ok. The next beta includes a bit of a rework on the way I'm dealing with iCloud save sync (which my implementation here is the reason behind this bug).. Speaking of which...
Just a quick update on this week's release: I'd gotten it pretty much ready and good to go, went to do one last test before pushing it to testflight and boom, crash on startup. Reverting didn't fix it so it's likely some config thing in Xcode that I've messed up. Haven't had time since monday to work on this, so it might be a bit delayed. Hopefully going to work on it tonight though. Given that there's quite a few changes in this build I'd be happy to pull in more beta testers if anyones interested! Also, there's a tvOS beta ready to go!
Update 1.09 Controll'n Testflight Beta is live now for iOS, iPadOS and tvOS. Ok this week's update has two major themes: Controller support, and Graphics. I've talked about this informally before, but Interloper is coming to macOS and tvOS before the end of the year (hopefully it won't be the only major release I do this year!) and in order for that to work, I've needed to make a couple foundational changes to the game. The first big one is a full Unity Engine upgrade. I've gone from 2019.2 to 2020.1. It's something I avoided doing prior to launch because of Unity 2019.3+ not quite being mature enough in my eyes, but something I knew I'd have to do eventually (mainly so I could get macOS Xcode support for unity builds... something that literally didn't exist until 2019.3) The good news: iCloud save sync works across iOS, iPadOS, tvOS and macOS now. (and works better than before!) The mid news (mid news?): Unity also replaced their post process graphics pipeline from 2019.2 to 2019.3. This meant having to go back and redo all the games pretty bloom, colour correction and other screen space effects. No small amount of work, and nearly impossible to replicate the exact same look 1:1... so yeah Interloper will look a wee bit different from now on. In my opinion it's better, but It's a look that hasn't had nearly as long to refine or work out the kinks as the previous look. One major upside is that the new pipeline seems to be much more performant, and much less GPU intense than the old one, so yay! The bad news? This is both taking a lot longer than I expected (always does) and will require a ton of testing before going proper-live. Testflight beta builds are already live, but whether I do a store release depends on that feedback. The second big thing this week (yeesh I know.. more text) is that controller support has been given a significant amount of love this week in anticipation of both the platform ports, and the Control improvements update later down the line. Essentially with controllers, during dev I tried to write some smart systems to handle indicator placement and auto scrolling in lists.. and messed them up. Today's patch is a back-to-basics approach to controller support in menus. It should work more reliably across the board. TLDR: Yeah some stuff changed, graphics are shinier, game performs a bit better. Full Update List: Gameplay Changes Engine: Upgraded to 2020 Graphics: New post process system Graphics: Move effect has been improved Gameplay: Shield broken and regenerated visual effects. Gameplay: more pronounced plasma hit effects System: Apple TV is controller only. No siri remote Bugs Fixed More improvements to issues around iCloud save sync Controller indicators no longer auto offset. Controller navigation improvements
So, obviously, I’m just messing with you, but since I know nothing about programming (I assume it mostly involves typing really quickly while green letters appear on your screen, then game exists), is doing a wireframe mode basically a shit load of work for little return?
Haha, it involves doing something I know very little about: writing a shader to change the way all geometry appears via the game's renderer. There might be a plugin or something I could use to do it, but plugins almost always come with some kind of tradeoff. A great example of this is in builds prior to the one I posted above, there was a fancy sun shafts screen space shader, but it was only compatible with older versions of unity, and the developer is no longer actively working on it, so it had to get the boot when I upgraded the engine. All that is to say: it's doable! Just not a priority (especially when there's bugs like "my inventory disappears" or "guns never need to reload")
Technically it should be doable, but with the amount of objects in a map, a true wireframe mode will result in incomprehensible mess.
Yeah this too. All those individual particle effects would render as thousands of squares. It'll also break the games UI.
Couple of things. Even when my throttle is at the middle, it’s at zero, don’t know if that’s supposed to happen, so even if I pull it all the way down, still zero. also I don’t know if this is a game mechanic, but I always shoot (auto fire) even though I’m not fully lined up. Now this may be some pro strategy like aiming in the line of movement, but I don’t know. This was a slow moving ship yet even though I wasn’t aimed on it I still fired
Well, based on this forum, if you ever decide to make a retro wireframe space game, you have a solid 2 preorders. I really wish I could afford that 1up Star Wars cabinet...